varying vec2 vUv;

uniform vec3 uColor;
uniform float uAlphe;
uniform float uTime;
uniform float uSpeed;
uniform sampler2D uTexture;

void main(){
    vec4 texture = texture2D(uTexture, vUv - vec2(uTime * uSpeed / 5.0 , 0.0));
    // vec2 newUv = vUv - vec2(0.5);
    // vec2 transUv1 = rotate(uTime * uSpeed * 6.0) * newUv;
    // vec2 transUv2 = rotate(- uTime * uSpeed * 10.0) * newUv;
    // vec2 transUv3 = rotate(uTime * uSpeed * 6.0) * newUv;
    // vec4 texture1 = texture2D(uTexture1, transUv1 + vec2(0.5));
    // vec4 texture2 = texture2D(uTexture2, transUv2 + vec2(0.5));
    // vec4 texture3 = texture2D(uTexture3, transUv3 + vec2(0.5));
    // gl_FragColor = vec4((texture1.rgb + texture2.rgb + texture3.rgb) * uColor, (texture1.r + texture2.r + texture3.r) * 2.0);
    gl_FragColor = vec4(texture.rgb * uColor, texture.r * uAlphe);
}